#Necromancy Insights - Combat

216 messages · Page 1 of 1 (latest)

desert quartz
blissful sierra
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There is a big emphasis here on how the tooltps will have a much more modern style to make them easier to ready & understand.

Will this change in style for tooltips be game-wide or just for necromancy initially? And if just necromancy, will we expect to see it gradually rolled out further at a later date?

plain cloak
silk current
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Feel it's a little late to announce that Clan Avatar boost will work for Necro racers. Not enough time for people to get 6% now. It hasn't been in previous races

thorny harness
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Necromancy will bring the basic attack to the forefront, turning it into an ability that's automatically cast for you when you aren't pressing an ability. It incurs a global cooldown, but generates 9% adrenaline - like Revolution, but for one ability. This becomes the ‘filler’ ability that's always firing between your manual inputs, ensuring that you keep a consistent damage output while you consider your next move.
based based based based based

analog bronze
blissful sierra
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Reading further, these combat XP changes sound huge. We knew an ED3 nerf was coming, and this certainly looks like it covers that... but I don't think anyone was expecting such drastic changes to combat XP in general

fickle panther
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checkt both the xp ratio an the mobs adjustment feels like they went nucklear with the stats rebalance

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like with bloodvelds in slayer tower they dont drop anything yet they doubled in hp for the mature ones and the baby versions 4x yet there max damage went up by 5.5x max xp per kill only 4 times more

forest dune
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It's about time combat xp and mobs got a look at

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Early game and mid game has felt so weird being so jank for so long.

fickle panther
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before eoc combat was very slow on low and mid lvl ik that because had atleast 2 account before that to level up combat
with eoc combat was a decent speed all around

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i made a couple of eoc account to try out the leveling and i liked that alot was just slaying my way tho no ed3 trash runs

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if the current chart go's life a good portion of mobs will need a slayer rebalance very low lvl slayer masters assign cave crawlers for example. before eoc they had like 12-16 hp now 1900 lifepoints 152-212 damage when update hits they will have 6150-9650 with max hit of 760-1120 dont consider that a low level slayer mob no more

valid spindle
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I should probably get some of that ed3 combat xp in the next couple of weeks then

forest dune
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Abuse it while it's still broken, everyone else has

valid spindle
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I'll have to figure out a way

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24 Def and 30ish atk/str/rng and 55ish magic now, so idk if I can kill one trash mob in ed3

forest dune
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I believe if you switch weapons for the last hit all the xp converts to the equipped weapon

valid spindle
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Switchscape: the early levels

forest dune
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Basically, it's one of the issues that are also getting fixed with necromancy

valid spindle
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Didn't we use to get xp per hit pre-eoc?

forest dune
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We did

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That's what we're going back to, sort of

valid spindle
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But you gotta actually kill the thing

forest dune
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Ye

valid spindle
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Rather than splash with magic on a level 42069 mob while safe spotting for ez Magic xp

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I think I heard ed3 already got nerfed though

sinful dome
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I'm all for balancing the combat xp, but with everything being base on HP alone, some slayer creature with special mechanic and such give the same xp as other monster that are much easier to kill

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You can just go at the lowest creature with a fast enough respawn rate (so you dont stand there doing nothing) and you'll get the same xp, maybe even more since you won't have to deal with mechanic or taking dmg

pearl hearth
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boy i'm glad i already have 99 in combat stats

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xp nerf was bad enough when they were only doing it to necro
now it's fricking awful that it ruins everything

fickle panther
sinful dome
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I did check the list

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but the xp is based on hp

fickle panther
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yes with some getting a multiplier

sinful dome
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other than boss and some quest only boss, its all 50xp/1k hp

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and yes they increased dmg, but I doubt most of the low lvl monster will be any danger for a maxed player

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otherwise new player will have a hard time 😂

pearl hearth
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why are cows going up to 1100 hp

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they are level two

fickle panther
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right now new players can kill the lower level slayer mobs in the list afther necromancy they might get kille in 2 hits

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check the level 1 slayer master assigments then look them up

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in th 2023 list lol

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did ya see the troll also

sinful dome
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Like bound skeleton are now pretty good xp at 600 each for how easy they are

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while airut that require more effort are just a bit more at 843

sharp meteor
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Yeah, rebalance made sense. Making everything equal... seems too simple. A cow should not be the same exp per hp as an abyssal lord. There SHOULD be variances. It was complicated and overdone before. Before.. seemingly because everything new had to "out do" something else. Which was not the best way but hey "look what is new and shiny" takes precedence too often. There are a lot of variances as to the creatures and to their attacks and as to how hard they are for you to kill and your equipment at all stages of the game. To make everything equal in experience.. just seems, and in no way meaning to be rude. Stupid and lazy. Changes- needed for sure. Wipe the board and write down 50hp=1xp ...lazy. Not all creature fights are created equal for every player. Cows shouldn't be a battle for a new player fresh off tutorial armed with a bronze dagger. 1100lp is nothing to current player base, but what a shit introduction to new players. just a opinion. But really don't think it would be much fun to restart another account with how the low end creatures are even going to be now. It is (was) able to be way to fast overall. It wont slowdown high end too much overall, mid game is averagely impacted. The supposed new players you want though, "wouldn't know better" however would likely get bored faster at the slow rates. How many accounts already drop off without hitting 1500ish total lvl?

sinful dome
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Exactly that ☝️

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If I go kill some harder high lvl slayer creature, its odd to be rewarded with the same exact xp rate as a cow

sharp meteor
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nice to see someone agrees lol. I dont use other social media or I would have posted elsewhere. Had to say something lol. got a lil frustrated with that post. Made me stop doing anything on my accounts lol. Now that I got it worded, maybe I can go back to skilling 😛

sinful dome
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I do agree many xp rate were over the top before and needed fixing, but this just remove any purpose to kill high lvl stuff

fickle panther
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sylosis any prefferdt xp of a mob that was to much or was it just a certain location or entry lik the elite dungeons

sinful dome
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Not sure I understand the question?

fickle panther
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many of the xp rates where over the top right but in what area?

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like at muspah's elite dungeons what locations gave to much overall xp of the monsters ya slaughterdt

sinful dome
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well of course ed, but I never done ed for xp as this is way to boring lol 😂

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but some slayer monster have high combat xp like nightmare creature is crazy combat xp

fickle panther
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if it was ed they should have just focused there xp nerfs on them to be alot lower then outside combat

sinful dome
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idk why ed was such stupid xp in the first place lol

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and for so long too

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but thats another discussion 🥲

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So now if I want to train combat just for the xp, I just need to go at any area with a load of low lvl creature and that would be the same xp as doing some more intensive high lvl monster

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probaly even more as you might not be able to fight too many monster at once if you're killing harder stuff

fickle panther
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with there lifepoints they seem like decent xp

sinful dome
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Killing multiple low lvl creature with aoe/cannon is better than focusing on one or two tough monster

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for xp I mean

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with this new formula

fickle panther
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just make sure ya pick the ones that dont deal much damage afther the update

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a good portion of them can hit a good bit if ya get unlucky

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ofcourse that can be negated by ss

sinful dome
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well they can't be hitting that hard, they are still suppose to be mosnter for low lvl player

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if they really hit hard, that bring a whole other problem for low lvl player training their stat up

fickle panther
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jungle horrors for example are low level right?

sinful dome
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hmm I guess? I havent killed that in decade lol

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I have no clue what lvl they are

fickle panther
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right now they got 4500 hp max hit is 192 afther necro they will have 8000 lifepoints 1200 damage

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attack was 48...

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67...

sinful dome
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how are new player suppose to stand their ground now? 😂

fickle panther
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there aggresive also lol

sinful dome
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I'm not sure why they talking about that multiplier thing when it is almost not used at all

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that could easily make the hardest monster more rewarding (yet still less than before)

fickle panther
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bassilisk will have there damage upped from 220 and 200 for small to 1100

and yeah idk why there not using it gues there not sure who to give it to

sinful dome
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bossing never been good combat xp per hour, but this put it in the ground for good 🤣

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most bossing*

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how does this affect constitution xp?

fickle panther
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i guess thats gonna work the same 1:3 of the combat xp

sinful dome
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cause thats not how it currently work

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not sure how it work right now, it does seem like arbitrary number

fickle panther
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its very close the the 1:3 ratio

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like 1:3.03 and so on with like a tiny bit of a difference on numbers

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it why i always used to train controlled when i would get my xp and lvls the same my att str,def,hp back then would always lvl up at the same time

surreal prism
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Will there still be reduced xp rate initially with Necromancy? Believe it was 80% before and reduction decreases as we level. Why are bosses 25xp/1000hp, seems a bit punishing. Magister nerf is a bit too much considering 115 slayer requirements.

stiff lava
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Reading the article now, and already getting the impression of "Wait, is this going to be EoC 2.0?"

surreal prism
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A 50xp/1000lp is a brain dead way to balance combat xp. Doesn't seem rewarding as you climb to higher levels. Sure you hit more and kill stuff faster, but ain't getting a lot more xp. Xp boost modifiers were a good thing.

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Readjusting (nerfing to the ground) combat xp just for necro will just make it a long ass grind that many people won't enjoy. You have overshoot too much and made combat xp worse, rather than "fixing". I can already imagine 1month after necromancy that you will buff xp rates.

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This combat xp rebalancing is just too soon and seems not enough extensive testing was done. Sticking to xp rates being nerfed will be fine till say Lvl 99, then do whatever after. Fast combat progression was good, cause it meant people got to the endgame fast. Making cb slow will just make RS3 on par with OSRS...super slow and massive grind to get to the end game. Might as well go play OSRS if necro will just cast auto attacks as revo,

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Spending longer time using necromancy as we level won't increase the skill of players. Fundamentally, why people aren't good at combat is because they don't put in the effort to learn it, and use revo++ anyways. The fix is more in game tutorials and improved tool tips. In game links to runewiki resources for ability bar builders would be better.

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I can see why the dev team will stick by their decision to nerf combat xp to the ground, but it is not beneficial for the game. The excitement for necromancy is dead for a lot of players now that you are considering such drastic measures for xp nerfs.

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Will jagex nerf combat dummies with this change as well, once they can be used, or will combat dummiew be the meta going forward requiring players to spin to win once again.

sinful dome
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IMO its more in how they do it than the nerf itself.... Killing abyssal lord should be more rewarding than killing a cow

elfin zealot
dreamy ridge
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seriously such a combat nerf :/ Is there is just nothing that is left alone in this game. Nothing is reliable. One day its good the next its nerfed. One day its worth something next day mass release. Nothing is stable xp, skill, gp, weapons, tools. Gets more confusing what is good and what is bad with every update. Updates, new skills, ninja's should be good things but becoming a dread. Whats nerfed today event :/

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remind me why I play this game, please.

dire sun
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Just providing my feedback, but this xp change honestly sounds like its going to feel extremely bad. Some of the harder monsters in the game giving a fraction of the xp they provided before, with the same difficulty.. not a good look

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and I'm guessing lamps aren't being nerfed? Why are you only nerfing earned combat xp, and not bought slot machine xp? meh

shy crown
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we can go toe to toe with gods but now won't be able to one shot cows everytime what a meme

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It's seems like our characters spent all the time training and doing quest to become insanely powerful and now getting nerfed to shit and treated like a pleb again extremely lame.

shy crown
woeful siren
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What if like rock multipliers at mining is done the multiplier for combat xp is higher for stronger (e.g. higher combat level) mobs? as in base 50 xp / 100 health but that base would be slightly higher the higher combat level a mob is (with various exceptions such as quest, story, bosses, etc.).

Or would that go back to the old design they try to fix? I know combat level was one of the factors, but there were many more factors involved that would still be removed from the equation.

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To throw in some examples a cow would be 50 xp / 1000 health. Ankou at level 63 would be 65 xp / 1000 health and hellhounds at 92 would be 75 xp / 1000 health.

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That way, higher leveled mobs would grant more xp / DPM simply because they have a higher xp multiplier, much like mining rocks now.

fickle panther
# shy crown It's seems like our characters spent all the time training and doing quest to be...

yep feels the same to me more pissed of the loot drops getting nerfdt then the xp rates tho.. if something is harder to kill up the drops by the same rate as ya buff them

not buff everything around a crap ton nerf combat xp and not even adress current loot table at all. the drop table's been nerfd a ton by now already with the reworks... still missing my bar drops

like i still remember the rare drop table giving me a crap ton of rune bars when they had a price tagg of 12.5k/15k or so around alot of time same with other bars now i am like this is a tiny tiny fraction of what i would have gotten

forgot 1 thng no clue if ya like spoilers or not but go do the recent quests. that could explain something Twilight_of_the_Gods

shy crown
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I’m more disappointed that things don’t make sense anymore. We fought a strong god and won but now we can’t obliterate weak low level monsters. The power scaling is completely screwed. It’s just plot holes galore now. Even in the new quests they acknowledge you are or were the world guardian and your feats but then they make the raptor hold your hand just to kill a few pathetic zombies and now they are making things even worse.

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It’s like every step forward is two steps back. I can almost guarantee necro will be wildly overpowered or the other combat styles will be nerfed heavily just to push people to engage with the new content.

fickle panther
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oh yeah that is indeed scrwed up and then we got the big disapointing necromancy combat. if i think necromancy i am like oke i kill something i raise that to assist me in battle untill its death.
dont expect to have an entire army like ya can have in other games but the squad of raised stuff in the teaser why not have them follow ya or an hour or something.
and it doesnt even have to be every monsters. and yes i kina wanted to raise a boss i murdert to fight for me but i knew that was never going to be the case unless they town that down a crap ton.. like having all the godwars bosses be raised for example then shrinked with undead magic
then with the necromancer only being mostly support to balance it out

thats what i wanted of it

sinful dome
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All this rebalancing to low lvl monster combat stats really seem to be done for the sake of Necromancy early lvl training

fickle panther
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if that the case they should have had there focus for low level be learning the skill a bit with rituals

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and not have the option to fight with it at like the first 30-40 lvls

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or very not adviced

sinful dome
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This will have a major negative impact on new players trying to train their first few lvl lol

fickle panther
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oh yeah the rebalance was done to massacre low lvls learning them to die all the time with how high they hit

sinful dome
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Just for the sake of making training necromancy "more interesting"

fickle panther
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higher lvls can easily start out with 99 hp already if not more

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get the relic to up life by 500 then the boss unlock and ya already got a much higher lifepoint then 9900

sinful dome
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Combat xp being nerf, does that mean inv item xp as well?

fickle panther
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think so invent rewards of the xp they yield

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like how skilling works

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try it mine woodcut check item xp there the same with the xp ya gain

shy crown
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Also this is going to make future yak tracks even more miserable than they already are

fickle panther
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oh 100% 2-4 if not longer to kill something and then we got earn xp stuff

shy crown
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And knowing them they’ll go extra hard on the fomo

fickle panther
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slayer is also gonna be more irritating some tasks i like to do because low hp mobs so get some slayer points.

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so used for basic to 1 hit them

sinful dome
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The most dissapointing thing is being rewarded more xp for mass killing ton of super low lvl monster with aoe, than trying to face stronger monster that require more supply and effort

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Meta will just be find the most crowded area with mobs and aoe them down 🤷‍♂️

fickle panther
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thats for normal combat yeah not sure yet what the necromancy will have might have like none of them

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only being focused on a single target

sinful dome
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Wich make no difference for xp per hour if you're killing 1vs1 cow or abyssal lord 🤦‍♂️

fickle panther
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yeah ik but also always go for loot

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xp to me is a bonus

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well bonus just nothing

sinful dome
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But you understand what I mean?

fickle panther
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get no xp if i do normal combat just a seperate counter go's up to track passed 200m xp

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oh yeah

fickle panther
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but for me i was always slayer based on stuff so this is what my my tasks normall fell into
1.easy low hp task for slayer points
2.rewarding task that could yield a balance of xp an drops
3.very long task like get a godwars task to kill something then hours in godwars to do it

afther this update that al gone its litterly going to be
1.medium long task that yield nothing not even good xp deff non maxed account will use some food+pots
2.veery long task yield a crap bit of xp an loot even worse then 1st one
3.very long why even bother doing this not even worth if if i would go for xp loot is also not worth the time no more.

sinful dome
fickle panther
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in that case scrap the entire rebalance for necromancy and just release it like that and nerf necro xp overtime or test it with how the xp is now vs th changs and just nerf or buff that xp to it

sinful dome
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Cant believe as a maxed player with max gear, Ill be going to like hellhound/ghoul or something like that to train my combat skills 🤣

desert quartz
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Necromancy was the catalyst for the changes yeah but the inflation of combat experience in the game has been an issue for quite some time now and one we will continue to tackle.

sinful dome
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I dont disagree on nerfing combat xp, it was indeed an issue. The problem is higher lvl monster being no more better for xp than low lvl mobs

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That make no sense

desert quartz
fickle panther
tawdry pecan
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The issue is that there is basically 0 danger associated with fighting anything at low/mid combat level. You'd have to afk and not hit back for like 20 minutes before something actually killed you

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Combat should present an element of danger which this rebalance seeks to do

fickle panther
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lower lvls combat isent that afk unless the monsters are actively aggresive to ya before ya could start a new account go slay for example instantly the xp is low but decent with some drops compensating the lower lvls. they might need to eat some of them food again scale on total lifepoints.

afther the update with this its just to punishing for the lower level to the point to even why bother

this is with just looking at the time to kill based on the loot of them

desert quartz
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Can you summarize your issue with the changes? You dont like that lower level things will take longer to kill essentially?

fickle panther
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lik pre eoc ya had 2 types of cave crawler the weakers ones ya could easily kill they have the same loot of the ones that are around then the soppeham dung with them much stronger but also reflecting in there loot

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the weaker ones had like 1/10th of there lifepoint difference eoc made them pretty much all the same

and yes looking at the chart its there lifepoints/damage good portion of lower level monsters in there are very easily to strong for rebalance

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to bad the list isent ranked based on there levels

fickle panther
# desert quartz Can you summarize your issue with the changes? You dont like that lower level th...

creature rebalance got to high health for there level giving newer/lower level alot more trouble then needed to be.

example bassilisk went from 2750-4000 lifepoints to 8450. consider this part of low level. its easy to see people hitting them with 4-5 ability's on lower levels to normally kill them there damage also went fup from 200-220 to 1100. yes accuracy dropt but they always hit anyway. on lower levels.

earth warrior 2800 to 9650 damage from to 224-1120. accuracy 1011 they wll hit ya alot.this also seems a bit to overtuned could have doubled there hp and upped there damage a bit not so much as its now.

got more but got to check the entire list again

tawdry pecan
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So a monster balanced around someone being 40 slayer, which would normally get you to at least 40 constitution could only deal at most 5% of your max life points as damage?

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And you can kill them in like 2 hits. That's hardly appropriate

elfin zealot
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These combat changes are honestly one of the best changes in a while

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People will just never like things being nerfed

fickle panther
# tawdry pecan So a monster balanced around someone being 40 slayer, which would normally get y...

depanding on the bassilisk ya kill can be 2 hit ore more for the lvl 40 slayer player. and its still a slayer task so the player would be there to slay more then just a couple its not like pre eoc with food no scaling and ya just activating prayer all the time if the target was high enough+armor isent like it used to be pretty much everything always hitting ya mostly so the damage adds up nicely

pseudo raven
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Aprove of the mob rebalance. Now the early / 5th age quest bosses need looking at... I mean the dag mother has like 10k health! Same as what will be for a bloodveld

dire sun
pseudo raven
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Agreed - the process should be different. But if Jagex are keen to attract new players, quest bossing I would argue is actually quite important as the advice to alot of new players is "quest and you'll unlock some nice things and it will teach you about the world"

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if the quest bosses are a joke (as most of the old 5th age ones are), then that's a significant quit moment right there for any player who cares about lore or immersion

dreamy ridge
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If combat balance has been a problem for years, why was it not fixed years ago. Like YEARS, if it's been okay for years, then it wasn't really a problem.
Do not use that as an excuse.
Can not believe that on release of Necromancy all combat styles will be affected. What could possibly go wrong :/

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Every combat recommendation, every combat yt guide, every wiki monster guide will be wrong. Insane.
Definitely going to be meme central on release of Necromancy.

woeful siren
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Inb4 didn't pass the combat council.

elfin zealot
dreamy ridge
elfin zealot
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The wiki team is pretty great for updating stuff quickly

tacit beacon
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I support the nerfs, that you could max combat in a day was absurd

surreal prism
# desert quartz Can you summarize your issue with the changes? You dont like that lower level th...

Your initial statement about having reduced xp rates was fine. It would slow down initial training enough. Like lvl1-20 90% reduction, 20-35 75%, 35-50 65%, etc. The issue now, we have no incentives to kill higher level monsters, cause they all have 50xp/1000lp. We'd just sit at low level mobs with higher hp, and won't go outside that. You need to remember that people will look to train this skill efficiently and fast to level up to go use at the content they love, and learn more about it then. The issue with all mobs with 50xp/1000lp, it doesn't factor quests required, slayer level, mobs defence level, which impacts hit chance. In the current game, without these changes, we'd go kill low level mobs, where we have high hitchance, and as we progressively level, go fight high level monsters which gives better xp rates. This is just a natural progression. With these cb changes, we'd go find a low level high hp mobs and camp there for levels. People won't venture and kill other mobs.

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Melee cb xp was reasonable till we got a scythe. Magic afk was reasonable till we got greater chain, changes to tsunami etc. New mob xp rates is what is really balloned. There was no real thought for xp and xp/hr rates back then and no real quality testing before being released. I'm all for the stat rebalance of monsters, except the lifepoints changes. I think the new mobs post 2008 need to be looked at for rebalancing to bring back inline with older mobs, but this is a massive undertaking that needs attention. Don't rush it.

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Furthermore, you need to remember a lot of poeple will have boosts to inflate there damage. Overloads, t99 pray, ghost hunter outfits, perks etc. They won't be one hitting mobs straight away, but still doing a lot of damage. A new account doesn't have access to these buffs and perks we have. It may make the early game a bit to overwhelming and too much of a grind for them to enjoy and stick around. After 20years of game progression, of course a new combat skill is a big undertaking, but a full simplified rework isn't the answer to "slow" it down for necromancy. Tldr: don't do the proposed changes, and just stick with the reduction of xp rates from lvl1-99, or even to lvl120 if you want. Lvl99-120 is 10% reduced xp.

dreamy ridge
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Group combat to me is of great concern with this update. I don't have the best in slot, nor very savy when it comes to combat but I give it a go. Committing to an hour of something and getting scant xp idk I don't see the point. Loot might be nice but have to get the drop first. Guess we will see how it unfolds hopefully It wont be as bad as I feel it will be.

sinful dome
surreal prism
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And maybe use this opportunity to gather xp rates for players who train necromancy to use as a basis for rescaling xp of monsters in a more in line progression of levels (i.e mobs we kill at level 30 don't give 100 xp, but maybe like 30xp. Basically the reduced xp we will be getting from initial proposed necro xp reduction.) Again, don't rush it and overshoot the nerf only to rebuff later.

elfin zealot
# surreal prism Your initial statement about having reduced xp rates was fine. It would slow dow...

People already just choose what gives good xp vs e level mobs though, thats why things like corrupted scorpions and ed3 are farmed as heavily as they are
I understand what you’re saying but people will always choose whats easiest and best xp to afk so no matter what changes you do something has to fill that void, and most low lvl mobs dont drop valuable items/give good slayer exp either which would be a deterrence for some

tawdry pecan
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If jagex really wanted to be spicy they could implement an xp penalty on mobs that you are overgeared/leveled for. It'll end up shifting the focus toward higher level mobs over time but something is still going to end up being the best of the bunch. Doesn't matter how you cut it

woeful siren
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Never again an xp penalty, thank you.

surreal prism
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Also another thing @desert quartz. More and more frequently we have been gettings mobs spaced too close together. This allows people to aoe more and therefore increase combat xp. For example, take ripper demons or armoured phantoms. So many mobs so close together that people can aoe and capitalize on xp. We should've had a much larger room which was more 1 vs 1 mobs rather than fighting many at same time. And what is logic of having abyssal lords being put into small room in sunken pyramid? If it was changed to be large room, xp/hr is therefore reduced. These considerations would have a better impact on combat xp reduction and game health, as opposed to current proposals for 50xp/1000lp. This is because it reduces the meta for combat xp/hr whilst having the mobs still give higher xp for higher requirements (slayer, quests, etc), though some minor rebalances for newer mob xp is warranted.

elfin zealot
broken arch
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Does anyone know how poison damage will affect XP gains?

lapis trench
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Each Monster has it's own amount of XP Per Kill. Poison helps killing those monsters faster / thus generating more XP / Hour.

If you kill a Monster purely with Poison, you won't get any xp.

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@broken arch

thorny harness
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so poison will generally reduce your XP/hr

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as will reflects

valid spindle
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I say necro should've had its own unique xp curve if people maxing it out in 2 days was the concern. Gutting combat xp and making it hp based sounds like a way to have everyone and their mother combat train on cows in lumbridge like it's 2006

woeful siren
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Finally a use for 99 hp 1 def pures 😏

dreamy ridge
thorny harness
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XP is still per damage dealt and not just based on the monster's full health

dreamy ridge
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If a monster has 1000 lp don't you get 50xp? Sorry

thorny harness
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they just changed it like 10+ years ago so that you get it when you kill it and not on every hit

thorny harness
dreamy ridge
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Ok so poison in general is useless if going for xp.

thorny harness
desert quartz
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Not useless but shouldn't be the bulk of your damage, if your going for experience it becomes a question of what's more efficient,if using poison kills the mobs faster but costs you 3-5% of the overall experience the increase rate of killing could more then make up for the small losses of xp

woeful siren
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Weird thought that indirect damage such as poison and reflect negatively affects your xp.

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Is xp gain actually becoming like OSRS such that xp is gained after dealing damage or xp is gained after the death of a mob?

thorny harness
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in the case of sunken pyramid especially the poison damage could make the enemy die faster so the next one respawns sooner

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and there's always potential for overkill with other damage anyway (dealing 5k to an enemy with 100 LP) so high health enemies that have recently respawned are good

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purely stat-wise I'll probably not apply weapon poison and use something with higher bonuses than cinderbane gloves

thorny harness
valid spindle
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Correct me if I'm misunderstanding this, but if the combat xp is gonna be directly dependent almost exclusively on damage, and higher level monsters, while they generally have higher health pools, also tend to have higher defense which should mean less accuracy and that'd mean you'd do less dps against them, so wouldn't all that mean that assuming there's no overkill, fighting higher level mobs would be worse combat xp rate because it's less dps?